Open TheKnarf opened 8 years ago
You can use the BFG repo cleaner to strip out uneeded binaries and files bigger than a given size from the git history. Note however that forks prior to the cleaning will need to refork or you will re-introduce the removed history. See https://github.com/rtyley/bfg-repo-cleaner/issues/16 for a little more detail.
Thanks guys - I actually was not sure what the best way to approach this was (Stack Overflow presented conflicting opinions), but my gut feeling was that large files should not be in the repo. I will work on cleaning it out.
This should be fixed now, see readme for updated instructions. Let me know if there are problems. I did this the lazy way and just wiped the commit history completely. :/ But its early, so...
Reopening this, the last fix did not properly wipe the history. I will give BFG repo cleaner a shot
Bit the bullet and created a new repository, the new repo is here: https://www.github.com/gavanw/vqisosmall
In the "Removed unnecessary crap" (1f98ce9f6a6e52a205630d05d41b20830cbb2467) you removed a bunch of files that was no longer necessary. However all of these files still exists in git's history. This results in a "YUGE" repo (286 MB on disk after download).
You need to go through it and rebase out those files. It might even be easier to delete the whole git repo (as you currently only have 9 commits) and re-init the repo as well as re-upload it to github to get rid of all of those files that you don't need.
In b3a728e27b8310140afde348e646ff10dc2073f9 you also compressed 100 MB of data. And I'm wondering if perhaps those files does not need to be part of the Git repo. And could instead be distributed in another way (maybe as a resource pack you could download from your webpage?). While you indeed need images and DLL's for a game, they are not considered source code, and Git is not designed for big files (adding them to a zip file actually makes this worse! Since this is now one big blob that Git does not know what to do with).
If you in the future wish to allow for cross-platform development then theres no need in distributing DLL files, as these are only for Windows, other platforms uses other ways for shared libraries. So each platform should compile their own libraries. Instead you should list all dependencies this project needs and which versions of them you use. And it would be up too the individual developer too download these dependencies from the web and set up their development environment.